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Side by Side Diff: src/core/SkTileGrid.cpp

Issue 634543004: Start to vectorize SkTileGrid. (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: simplify swizzle interface Created 6 years, 2 months ago
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1 /* 1 /*
2 * Copyright 2012 Google Inc. 2 * Copyright 2012 Google Inc.
3 * 3 *
4 * Use of this source code is governed by a BSD-style license that can be 4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file. 5 * found in the LICENSE file.
6 */ 6 */
7 7
8 #include "SkTileGrid.h" 8 #include "SkTileGrid.h"
9 #include "Sk4x.h"
9 10
10 SkTileGrid::SkTileGrid(int xTiles, int yTiles, const SkTileGridFactory::TileGrid Info& info) 11 SkTileGrid::SkTileGrid(int xTiles, int yTiles, const SkTileGridFactory::TileGrid Info& info)
11 : fXTiles(xTiles) 12 : fXTiles(xTiles)
12 , fYTiles(yTiles) 13 , fNumTiles(xTiles * yTiles)
13 , fInvWidth( SkScalarInvert(info.fTileInterval.width())) 14 , fGridBounds(0, 0, xTiles * info.fTileInterval.width(), yTiles * info.fTile Interval.height())
14 , fInvHeight(SkScalarInvert(info.fTileInterval.height())) 15 , fMargin(-info.fMargin.fWidth - 1, // Margin is increased by 1 as a provi sion for AA
15 , fMarginWidth (info.fMargin.fWidth +1) // Margin is offset by 1 as a provi sion for AA and 16 -info.fMargin.fHeight - 1, // and to cancel the outset applied by
16 , fMarginHeight(info.fMargin.fHeight+1) // to cancel the outset applied by getClipDeviceBounds. 17 +info.fMargin.fWidth + 1, // getClipDeviceBounds().
17 , fOffset(SkPoint::Make(info.fOffset.fX, info.fOffset.fY)) 18 +info.fMargin.fHeight + 1)
18 , fGridBounds(SkRect::MakeWH(xTiles * info.fTileInterval.width(), 19 , fOffset(info.fOffset.fX,
19 yTiles * info.fTileInterval.height())) 20 info.fOffset.fY,
21 info.fOffset.fX - SK_ScalarNearlyZero, // We scrunch user-provide d bounds in a little
22 info.fOffset.fY - SK_ScalarNearlyZero) // to make right and botto m edges exclusive.
23 , fUserToGrid(SkScalarInvert(info.fTileInterval.width()),
24 SkScalarInvert(info.fTileInterval.height()),
25 SkScalarInvert(info.fTileInterval.width()),
26 SkScalarInvert(info.fTileInterval.height()))
27 , fGridHigh(fXTiles - 1, yTiles - 1, fXTiles - 1, yTiles - 1)
20 , fTiles(SkNEW_ARRAY(SkTDArray<unsigned>, xTiles * yTiles)) {} 28 , fTiles(SkNEW_ARRAY(SkTDArray<unsigned>, xTiles * yTiles)) {}
21 29
22 SkTileGrid::~SkTileGrid() { 30 SkTileGrid::~SkTileGrid() {
23 SkDELETE_ARRAY(fTiles); 31 SkDELETE_ARRAY(fTiles);
24 } 32 }
25 33
26 void SkTileGrid::reserve(unsigned opCount) { 34 void SkTileGrid::reserve(unsigned opCount) {
27 if (fXTiles * fYTiles == 0) { 35 if (fNumTiles == 0) {
28 return; // A tileless tile grid is nonsensical, but happens in at least cc_unittests. 36 return; // A tileless tile grid is nonsensical, but happens in at least cc_unittests.
29 } 37 }
30 38
31 // If we assume every op we're about to try to insert() falls within our gri d bounds, 39 // If we assume every op we're about to try to insert() falls within our gri d bounds,
32 // then every op has to hit at least one tile. In fact, a quick scan over o ur small 40 // then every op has to hit at least one tile. In fact, a quick scan over o ur small
33 // SKP set shows that in the average SKP, each op hits two 256x256 tiles. 41 // SKP set shows that in the average SKP, each op hits two 256x256 tiles.
34 42
35 // If we take those observations and further assume the ops are distributed evenly 43 // If we take those observations and further assume the ops are distributed evenly
36 // across the picture, we get this guess for number of ops per tile: 44 // across the picture, we get this guess for number of ops per tile:
37 const int opsPerTileGuess = (2 * opCount) / (fXTiles * fYTiles); 45 const int opsPerTileGuess = (2 * opCount) / fNumTiles;
38 46
39 for (SkTDArray<unsigned>* tile = fTiles; tile != fTiles + (fXTiles * fYTiles ); tile++) { 47 for (SkTDArray<unsigned>* tile = fTiles; tile != fTiles + fNumTiles; tile++) {
40 tile->setReserve(opsPerTileGuess); 48 tile->setReserve(opsPerTileGuess);
41 } 49 }
42 50
43 // In practice, this heuristic means we'll temporarily allocate about 30% mo re bytes 51 // In practice, this heuristic means we'll temporarily allocate about 30% mo re bytes
44 // than if we made no setReserve() calls, but time spent in insert() drops b y about 50%. 52 // than if we made no setReserve() calls, but time spent in insert() drops b y about 50%.
45 } 53 }
46 54
47 void SkTileGrid::flushDeferredInserts() { 55 void SkTileGrid::flushDeferredInserts() {
48 for (SkTDArray<unsigned>* tile = fTiles; tile != fTiles + (fXTiles * fYTiles ); tile++) { 56 for (SkTDArray<unsigned>* tile = fTiles; tile != fTiles + fNumTiles; tile++) {
49 tile->shrinkToFit(); 57 tile->shrinkToFit();
50 } 58 }
51 } 59 }
52 60
53 // Adjustments to user-provided bounds common to both insert() and search(). 61 // Convert user-space bounds to grid tiles they cover (LT+RB both inclusive).
54 // Call this after making insert- or search- specific adjustments. 62 // Out of bounds queries are clamped to the single nearest tile.
55 void SkTileGrid::commonAdjust(SkRect* rect) const { 63 void SkTileGrid::userToGrid(const Sk4f& user, SkIRect* out) const {
56 // Apply our offset. 64 // Map from user coordinates to grid tile coordinates.
57 rect->offset(fOffset); 65 Sk4f grid = user.multiply(fUserToGrid);
58 66
59 // Scrunch the bounds in just a little to make the right and bottom edges 67 // Now that we're in grid coordinates, clamp to the grid bounds.
60 // exclusive. We want bounds of exactly one tile to hit exactly one tile. 68 grid = Sk4f::Max(grid, Sk4f(0,0,0,0));
61 rect->fRight -= SK_ScalarNearlyZero; 69 grid = Sk4f::Min(grid, fGridHigh);
62 rect->fBottom -= SK_ScalarNearlyZero; 70
71 // Truncate to integers.
72 grid.cast<Sk4i>().store(&out->fLeft);
63 } 73 }
64 74
65 // Convert user-space bounds to grid tiles they cover (LT inclusive, RB exclusiv e). 75 // If the rect is inverted, sort it.
66 void SkTileGrid::userToGrid(const SkRect& user, SkIRect* grid) const { 76 static Sk4f sorted(const Sk4f& ltrb) {
67 grid->fLeft = SkPin32(user.left() * fInvWidth , 0, fXTiles - 1); 77 // To sort:
68 grid->fTop = SkPin32(user.top() * fInvHeight, 0, fYTiles - 1); 78 // left, right = minmax(left, right)
69 grid->fRight = SkPin32(user.right() * fInvWidth , 0, fXTiles - 1) + 1; 79 // top, bottom = minmax(top, bottom)
70 grid->fBottom = SkPin32(user.bottom() * fInvHeight, 0, fYTiles - 1) + 1; 80 Sk4f rblt = ltrb.zwxy(),
81 ltlt = Sk4f::Min(ltrb, rblt), // Holds (2 copies of) new left and top.
82 rbrb = Sk4f::Max(ltrb, rblt), // Holds (2 copies of) new right and bot tom.
83 sort = Sk4f::XYAB(ltlt, rbrb);
84 return sort;
85 }
86
87 // Do these two LTRB rectangles intersect?
88 static bool intersects(const Sk4f& r1, const Sk4f& r2) {
89 // Two rects intersect if lefts are less than the
90 // opposite rights and tops less than opposite bottoms.
91 Sk4f lt = Sk4f::XYAB(r1, r2), // r1.L r1.T r2.L r2.T <
92 rb = Sk4f::ZWCD(r2, r1); // r2.R r2.B r1.R r1.B ?
93 return lt.lessThan(rb).allTrue();
71 } 94 }
72 95
73 void SkTileGrid::insert(unsigned opIndex, const SkRect& originalBounds, bool) { 96 void SkTileGrid::insert(unsigned opIndex, const SkRect& originalBounds, bool) {
74 SkRect bounds = originalBounds; 97 Sk4f bounds = Sk4f(&originalBounds.fLeft).add(fMargin).add(fOffset);
75 bounds.outset(fMarginWidth, fMarginHeight); 98 SkASSERT(sorted(bounds).equal(bounds).allTrue());
76 this->commonAdjust(&bounds);
77 99
78 // TODO(mtklein): can we assert this instead to save an intersection in Rele ase mode, 100 // TODO(mtklein): skip this check and just let out-of-bounds rects insert in to nearest tile?
79 // or just allow out-of-bound insertions to insert anyway (clamped to neares t tile)? 101 if (!intersects(bounds, fGridBounds)) {
80 if (!SkRect::Intersects(bounds, fGridBounds)) {
81 return; 102 return;
82 } 103 }
83 104
84 SkIRect grid; 105 SkIRect grid;
85 this->userToGrid(bounds, &grid); 106 this->userToGrid(bounds, &grid);
86 107
87 for (int y = grid.fTop; y < grid.fBottom; y++) { 108 // This is just a loop over y then x. This compiles to a slightly faster an d
88 for (int x = grid.fLeft; x < grid.fRight; x++) { 109 // more compact loop than if we just did fTiles[y * fXTiles + x].push(opInde x).
89 fTiles[y * fXTiles + x].push(opIndex); 110 SkTDArray<unsigned>* row = &fTiles[grid.fTop * fXTiles + grid.fLeft];
111 for (int y = 0; y <= grid.fBottom - grid.fTop; y++) {
112 SkTDArray<unsigned>* tile = row;
113 for (int x = 0; x <= grid.fRight - grid.fLeft; x++) {
114 (tile++)->push(opIndex);
90 } 115 }
116 row += fXTiles;
91 } 117 }
92 } 118 }
93 119
94 // Number of tiles for which data is allocated on the stack in 120 // Number of tiles for which data is allocated on the stack in
95 // SkTileGrid::search. If malloc becomes a bottleneck, we may consider 121 // SkTileGrid::search. If malloc becomes a bottleneck, we may consider
96 // increasing this number. Typical large web page, say 2k x 16k, would 122 // increasing this number. Typical large web page, say 2k x 16k, would
97 // require 512 tiles of size 256 x 256 pixels. 123 // require 512 tiles of size 256 x 256 pixels.
98 static const int kStackAllocationTileCount = 1024; 124 static const int kStackAllocationTileCount = 1024;
99 125
126
100 void SkTileGrid::search(const SkRect& originalQuery, SkTDArray<unsigned>* result s) const { 127 void SkTileGrid::search(const SkRect& originalQuery, SkTDArray<unsigned>* result s) const {
101 // The inset counteracts the outset that applied in 'insert', which optimize s 128 // The .subtract(fMargin) counteracts the .add(fMargin) applied in insert(),
102 // for lookups of size 'tileInterval + 2 * margin' (aligned with the tile gr id). 129 // which optimizes for lookups of size tileInterval + 2 * margin (aligned wi th the tile grid).
103 SkRect query = originalQuery; 130 Sk4f query = sorted(Sk4f(&originalQuery.fLeft).subtract(fMargin).add(fOffset ));
104 query.inset(fMarginWidth, fMarginHeight);
105 this->commonAdjust(&query);
106 131
107 // The inset may have inverted the rectangle, so sort().
108 // TODO(mtklein): It looks like we only end up with inverted bounds in unit tests
109 // that make explicitly inverted queries, not from insetting. If we can dro p support for
110 // unsorted bounds (i.e. we don't see them outside unit tests), I think we c an drop this.
111 query.sort();
112
113 // No intersection check. We optimize for queries that are in bounds.
114 // We're safe anyway: userToGrid() will clamp out-of-bounds queries to neare st tile.
115 SkIRect grid; 132 SkIRect grid;
116 this->userToGrid(query, &grid); 133 this->userToGrid(query, &grid);
117 134
118 const int tilesHit = (grid.fRight - grid.fLeft) * (grid.fBottom - grid.fTop) ; 135 const int tilesHit = (grid.fRight - grid.fLeft + 1) * (grid.fBottom - grid.f Top + 1);
reed1 2014/10/15 20:48:11 I see a +1 here, and a change from < to <= down be
mtklein 2014/10/15 20:55:28 Ah, yeah, you're watching work in progress. That
119 SkASSERT(tilesHit > 0); 136 SkASSERT(tilesHit > 0);
120 137
121 if (tilesHit == 1) { 138 if (tilesHit == 1) {
122 // A performance shortcut. The merging code below would work fine here too. 139 // A performance shortcut. The merging code below would work fine here too.
123 *results = fTiles[grid.fTop * fXTiles + grid.fLeft]; 140 *results = fTiles[grid.fTop * fXTiles + grid.fLeft];
124 return; 141 return;
125 } 142 }
126 143
127 // We've got to merge the data in many tiles into a single sorted and dedupl icated stream. 144 // We've got to merge the data in many tiles into a single sorted and dedupl icated stream.
128 // We do a simple k-way merge based on the value of opIndex. 145 // We do a simple k-way merge based on the value of opIndex.
129 146
130 // Gather pointers to the starts and ends of the tiles to merge. 147 // Gather pointers to the starts and ends of the tiles to merge.
131 SkAutoSTArray<kStackAllocationTileCount, const unsigned*> starts(tilesHit), ends(tilesHit); 148 SkAutoSTArray<kStackAllocationTileCount, const unsigned*> starts(tilesHit), ends(tilesHit);
132 int i = 0; 149 int i = 0;
133 for (int y = grid.fTop; y < grid.fBottom; y++) { 150 for (int y = grid.fTop; y <= grid.fBottom; y++) {
134 for (int x = grid.fLeft; x < grid.fRight; x++) { 151 for (int x = grid.fLeft; x <= grid.fRight; x++) {
135 starts[i] = fTiles[y * fXTiles + x].begin(); 152 starts[i] = fTiles[y * fXTiles + x].begin();
136 ends[i] = fTiles[y * fXTiles + x].end(); 153 ends[i] = fTiles[y * fXTiles + x].end();
137 i++; 154 i++;
138 } 155 }
139 } 156 }
140 157
141 // Merge tiles into results until they're fully consumed. 158 // Merge tiles into results until they're fully consumed.
142 results->reset(); 159 results->reset();
143 while (true) { 160 while (true) {
144 // The tiles themselves are already ordered, so the earliest op is at th e front of some 161 // The tiles themselves are already ordered, so the earliest op is at th e front of some
(...skipping 13 matching lines...) Expand all
158 // We did find an earliest op. Output it, and step forward every tile th at contains it. 175 // We did find an earliest op. Output it, and step forward every tile th at contains it.
159 results->push(earliest); 176 results->push(earliest);
160 for (int i = 0; i < starts.count(); i++) { 177 for (int i = 0; i < starts.count(); i++) {
161 if (starts[i] < ends[i] && *starts[i] == earliest) { 178 if (starts[i] < ends[i] && *starts[i] == earliest) {
162 starts[i]++; 179 starts[i]++;
163 } 180 }
164 } 181 }
165 } 182 }
166 } 183 }
167 184
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